Hello o/ I’ve bought this pack and the other DNB pack as well, They’re perfect fit for my game. I wanted to use them on the Youtube videos that talk about my game as well. While I can, they do get flagged immediately on Youtube. Is there a way I could avoid that happening?
Tuskat
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I’ve made my first video devlog ever : D
The game is a top down arena arcade where you’re a tiny bear using dashes and skills to survive waves of enemies.
Default mode is 5 minutes, and then endless mode is kind of the intended experience where you go as crazy as possible for as long as possible.
The game has a playable demo, and I don’t really know how to word it, but best played with a mouse? Like it support most conventional controls but a single mouse is how I go about with it :D
It’s my first commercial project, I’d love to hear any feedback from you, from how the video feels to, if I have the honor to make you try it, how the game feels, I might have made the usual dev mistake of siloing myself for too long before sharing ʕ •ᴥ•ʔ
Hi everyone,
https://tuskat.itch.io/teddys-horde
I've released today the first public version of Teddy's Horde, the definitive edition of a game I made in 2020.
It's a top down arcade roguelike you can play with a mouse. It stars bears fighting fishes in an arena.
More infos on the page.
The web version is limited to the solo run.
The other builds have local multiplayer, endless run, and a little bit more :D
Hope you try it. Any feedback is appreciated.
The aesthetic is on point.
It has a lot of potentials IMO.
Health going down over time is kind of a
"interesting to the dev but painful to player" mechanic,
and isn't mentioned anywhere in the game or the page.
In my biased opinion, I'd say add the option to toggle it off entirely.
If it's something you consider to be in the center of the game experience, it needs more balance and more transparency about how it works and why it's in there in the first place.
I think it is already on a pretty good path and has a lot of potentials.
Just keep in mind that new players are less proficient at the game than you, and think about how to onboard them into this challenging experience.
Best of luck to you on that project!
Glad you enjoyed it!
Somehow I liked the floaty-ness of it so I kept it.
I know classic shmup are far more snappy but I kind of like to experiment with changes like these, just to see where it goes :D
I did forget the "Pause" prompt, that's a very quick one to fix too, my bad.
Thank you so much for trying it and leaving some feedback,
really appreciate that :)
Yes she felt familiar even though you just posted the asset 🙈
I feel like I needed to point this out, mostly because I can see a lot of effort
was put into this, and I just...don't know how SNK or fans of her would react to that.
But the choice to tweak that or not is up to your discretion, I just wanted to let you know before
someone point it out more aggressively I guess :0 I mean no ill will
Salut :D
j'ai vu une video de ton fan-game sur youtube, puis je me suis promener sur twitter pour finir ici.
J'te raconte tout ca parce que je fais mes propres jeux en hobby et je voulais faire un sonic-like et je savais pas si je devais prendre une voie genre sonic engine et partir de la ou faire ma propre sauce.
Et après avoir essayé ton jeu, je pense c'est juste largement mieux de faire quelque chose à sa sauce C:
Beau boulot by the way :D
I did not expect that twist. I feel like it was perfectly introduce as I had my guard down at this moment. Definitely a great addition. I went all the way until a level where 2 [ redacted ] pursue you. I couldn't beat them as I didn't have enough nitro to kite them all the way so I gave up.
Nonetheless I think you guys definitely have an interesting take and it made me grin, even though I'm not too much into [ redacted ] :D
Nice job overall, really liked it!
Thank you for taking the time to check it out :D
I have some ideas how to add variety to the road, I'm aware it's a little bit *too* lax and broad.
I also want to experiment with other projects so I thought it was at a nice spot to
take a break and throw the prototype out and see what people would think trying it :0
I will continue to support it regardless, but I guess I wanted to test the water sooner rather than later.
Road to Dakar:
Drive a pink SUV on a unending road while listening to HOME songs C:
Small project I've made in my free time to learn more of the ins and out of Unity 3d.
I'd love to get feedback, and while it's a short experience, I hope you have fun with it!
Here's my second game : Teddy's Crew. Yes it's a pun on someone ୧ʕ•̀ᴥ•́ʔ୨ No it has nothing to do with that person, sadly ʕノ)ᴥ(ヾʔ
It was a tumultuous development process, but I'm happy to let it out to the public.
I have plans for the future, but I'll take a break first because I have been on the low energy side ʕ´•ᴥ•`ʔ
I'd love to hear feedback on the game, It's always a huge huge help to have people tinkering around my stuff
and telling me what's up and what's not so up.
I'll let you enjoy it, it's a very short game. I want it to become more than that and it has that potential,
so let me know if you'd like to see this evolve ʕง•ᴥ•ʔง ( Cause like I'm gonna be sad and demotivated if 0 persons care, it's only natural man don't judge me)
I think got more with the fact that you're talking to the wrong crowd rather than being "the only one interested".
Have you tried looking for partners directly in Oculus or Unreal dev forums?
You already have a portfolio of project, so they'd know you're serious ʕ´°ᴥ °`ʔ
You'd probably have higher chance of success on more targeted websites since people would immediately share your interest and/or have the needed competences/material to work with you. ʕ/ ·ᴥ·ʔ/
There's no downside in having multiple difficulties. If you have a certain difficulty that you feel the game is at its best, just mention it( "e.g 'Hard' - 'recommended for the authentic experience' or something), or make it unlock-able so players can new game+.
Difficulty on the fly as an option is pretty nice too, because some games can be decently difficult through most of the play-through, but have one moment where everything spiked to eleven and you have no idea what to do.
Another way to tackle difficulty is to give the players tools that could make the game easier to play at the expense of their high-score or something like that.
(Not too sure how to explain but for example you'd give a long range weapon in a very Close Quarter Combat focused game)
Thanks all for the feedback. I've updated the game regarding minor issues.
As I'm moving away from it, I've made a Post-Mortem
https://tuskat.itch.io/r0d3nt/devlog/97458/what-ive-learned-from-my-first-game-r0d3nt
and made the repo public to let people access the code
https://github.com/tuskat/R0d3nt
Thanks everyone!
1. Yeah I got report of that, I tried to reproduce that bug here but I can't fly :/
2. Good points. The code around controls was kind of a mess on this one (might explain the flying bug).
I've learned since then, but this knowledge can't be applied to R0D3NT. Codebase just too messy/fragile ʕノ)ᴥ(ヾʔ
3. I liked that floatiness. Didn't want to make jump heavy because precise platforming wans't the focus ʅʕ•ᴥ•ʔʃ
4. Thanks! Yeah I agree. Game feel and extra details can do a lot for a game.
5. Oh. Interesting. I'll keep that in mind for later project ʕ´•ᴥ•`ʔ
Thanks a lot for trying it out and taking the time to write some feedback ʕ/ ·ᴥ·ʔ/
I really appreciate, even if I won't fix R0D3NT because I'm moving forward from this and I'm working on another project
(I've made a post mortem that talk more in details about all of that). Still it's a huge help, thanks again!
This game presentation is pretty top notch. I like the concept, but there's little to no feedback on whether you hit or miss the key and I have some real difficulties doing any action at all at some points.
Rythm games usually have "miss, bad, good, great,etc" next to the tempo bar whenever you hit it so you can know how good/poorly you're doing. I think if you add at least a "Hit" and "Miss" with their respective sound it'll make the game much more playable ʕ´•ᴥ•`ʔ
It'd also help if the music had something more pronounced in sync with the bars, otherwise it's a little bit jarring.
I think you can easily fix these and it'd make a big difference for your game ʕ •ᴥ•ʔ
- OH, it loaded, just took some time. Which is weird for a small game.
Cool. Yeah that is weird.
- So, game controls are ok. Enemy and protagonist are too fast for me, but I'm not very good at platformers. Graphics is meh, to be honest
Good points.
- Would be way better if you really build game around it and cut off the unrelated chaff. Make it more about thinking and less about reaction.
Good points, again. Not the first time I read that and it'd have indeed helped me make something tighter design-wise.
- Also, maybe scale the game down visually, ideally to one screen, so player can see more and plan better?
That's a really cool idea.
- Is there really a need for having Dash?
Hmmm goes hand in hand with the fast characters. If the design was more puzzle oriented It'd be a no, as it stand right now I think it's useful.
- Why is main hero holding katana, but is firing projectiles?
Because I took assets from the store. I focused a lot on the code and by the time I was close to "done"
I didn't have the mental energy to redo/make assets properly. I know it might sound weird but it is a free game
and my very first game, I just got really tired/impatient at some point ʕノ)ᴥ(ヾʔ
Thank you taking the time to try it and give your feedback, it's much appreciated
Odd. And quite embarassing ʕ·ᴥ· ʔ
Could you give me any more infos about your setup?
Connection speed, operating system, adblocker, etc...
Grey screen seems to show before the game load, then it's a progress bar when it's loading assets
(If anyone else got grey screen freeze could you like Baturinsky comment)
I've played 2 levels. Shooting kind of feel painful because I have to repeatedly press the shoot button while also tapping space to manage the plane position.
I'd suggest you either let the player shoot automatically while holding the shoot button, or let the player manage hovering by holding space, so we only tap frantically one button and manage the other one differently. ʕ´•ᴥ•`ʔ
2nd thing is I'm not too certain what you want the player to accomplish, first level make me destroy everything around the goal, second just needed me to expose it.
I'd say go with the 2nd level type of objective (just expose the block) as it'd be faster to clear levels. I think blocks have slightly too much health right now, but maybe that's just me ʅʕ•ᴥ•ʔʃ
Game look pretty clean, already really close to a "product" level, it just seems a little bit purposeless.
I think adding more "Oomph" (particles, sounds, explosions) and physic based destruction would make really fun to play.
This or a way to make the gameplay snappier.
Hope it help, I see potential in that ʕ/ ·ᴥ·ʔ/
I think for tactical rpgs like these, people would first make a naked template as the base character.
Once they're done/roughly done with it, adding each accessories as layers on top with character details would probably be much more efficient in the long term (eyes, clothes, hats, etc...) I know Disgaea work somewhat like that since most of the humanoids have the same poses.
It's still a long process, but I think it's a shorter one than making each pose for each character of your game.
This topic make me think of this tool by 0x72. While it's not the angle you want,
if you were to recreate a similar logic for yourself,
you'd probably save yourself a huge amount of time.
I'd say start small, make a generic idle animation, and add generic accessories, then
work up from there. It'll always feel like "Way too much work" at the beginning,
but you're probably looking at year(s) of work anyway when you look at finished games ʕ´°ᴥ °`ʔ
I don't think you lose anything by asking itch.io to feature you (both here and on Twitter)
I don't know how positively they answer but cost nothing to ask I guess ʕ´•ᴥ•`ʔ
I'm gonna try and hopefully give helpful suggestions, from someone who used to back project:
- Make a trailer, that 50s static title screen is going to do you a disservice.
- Take the time to tell people what you're doing. Doesn't have to be of highest quality : Take some footage, talk a little bit about the game now and then,etc...
- Post that video on youtube. Post that on twitter...post that wherever you possibly can ʅʕ•ᴥ•ʔʃ
- Maybe put a few bucks in a facebook ad and post that here as well
- Emphasis on the fact that you're demo is playable : put a "Playable demo" badge on your promotional pictures and video, add the link to itch.io build on the very top of your kickstarter, make it crystal clear that you already have something to show.
Yeah...hopefully it help, not a pro on these ʕノ)ᴥ(ヾʔ
Yeah I cringed at that title too
Hi ʕ •ᴥ•ʔゝ☆
So R0d3nt has recently reached 100 views and I had a Post-Mortem draft sitting there for a while now.
I wanted to collect feedback before posting said Post-Mortem because I don't have much on the "reception/feedback" side of things
(To be clear I did receive feedback from wonderful people, just I need slightly more of it ʕ·ᴥ· ʔ )
So if you like platformers and would like to give a go, please help yourself.
The things I'm really curious about would be:
- How do the controls feels to you? Ranging from "Not bad for keyboard control" to "This is why she left you"
- Does the game feels fair to you? If not, why and when does it feel cheap.
- If you were to buy this game, point out one major thing that'd prevent you from doing so (or more if you feel inspired).
All of this is more or less "For next time" kind of feedback, so the game wouldn't really change unless someone point out a *major* flaw that prevents me from sleeping.
Any feedback would be much appreciate, "Good" or "Bad" ʕ´•ᴥ•`ʔ
Cheers ʕ •ᴥ•ʔゝ



